Table suddenly stopped working, need some help

So I am reducing my giant NPC generator into smaller parts. Humanoid, Arthropods, Reptile, Mammal.

I exported the Big File and renamed it to Humanoid and it works fine.

I exported the Big File and renamed it to Arthropods and it's not quite working properly.

I keep getting

Missing Table: Animal Skills
Missing Table: Animal Bonus
Missing Table: Animal Bonus
Missing Table: Animal Bonus
Missing Table: Animal Bonus
Missing Table: Animal Bonus
Missing Table: Animal Bonus
Missing Table: Animal Bonus
Missing Table: Animal Bonus
Missing Table: Animal Bonus
Missing Table: Animal Bonus
Missing Table: Animal Bonus
Missing Table: Animal Bonus
Missing Table: Animal Traits
Missing Table: Animal Skills

I can't figure out why there is a space between Animal and the nested word (Bonus, Traits, Skills)

Any help would be appreciated because other than the new + [#1 {$DifficultyLevel}Bonus] I have not changed any of the rest of the code from the copy and the original still works.
Prompt: Character Race {Random|Bloatfly|BoomBug|Cazador|FireAnt|Floater|GiantAnt|Mirelurk|Radroach|Radscorpion}Random
Prompt: Character Occupation {Random|None|Animal}Random
Prompt: Difficulty Level {Random|None|Stunted|Rabid|Irradiated|Glowing|Savage|Albino|Legendary}Random

Table: NPC
[when]{$prompt1}=Random[do][@CharacterRace&;#93;[else][@{$prompt1}&;#93;[end]  
Set:Class=[when]{$prompt2}=Random[do][@CharacterOccupation&;#93;[else][{$prompt2}][end]  
Set:DifficultyLevel=[when]{$prompt3}=Random[do][@DifficultyLevel&;#93;[else][{$prompt3}][end]
EndTable:
                                                                                           
Use: Generators\Fallout\FalloutArmor.ipt
Use: Generators\Fallout\FalloutWeaponsTable.ipt                                                                                           

Table: DifficultyLevel
Stunted
Rabid
Irradiated
Glowing
Savage
Albino
Legendary
EndTable:

Table: SL
25: 0
15: 1
11: 2
10: 3
2: 4
1: 5
EndTable:

Table: CharacterRace
[@Bloatfly&;#93;
[@BoomBug&;#93;
[@Cazador&;#93;
[@FireAnt&;#93;
[@Floater&;#93;
[@GiantAnt&;#93;
[@Mirelurk&;#93;
[@Radroach&;#93;
[@Radscorpion&;#93;
EndTable:

Table: CharacterOccupation
None
Animal
EndTable:

Table: Radscorpion
Set: Skills =[@{$Class}Skills&;#93;
Set: ST ={floor ({1d3+6} + [#1 {$Class}Bonus] + [#1 {$DifficultyLevel}Bonus])}
set: DX ={! ({1d3+10} + [#2 {$Class}Bonus] + [#2 {$DifficultyLevel}Bonus])}
set: IQ = { ({2} + [#3 {$Class}Bonus] + [#3 {$DifficultyLevel}Bonus])}
set: HT ={! ({1d3+9} + [#4 {$Class}Bonus] + [#4 {$DifficultyLevel}Bonus])}
set: HP ={! ({$ST} + [#5 {$Class}Bonus] + [#5 {$DifficultyLevel}Bonus])}
set: Speed ={! (({$HT} + {$DX}) /4) + [#6 {$Class}Bonus] + [#6 {$DifficultyLevel}Bonus]}
set: Will ={! ([{$IQ} + 1d8]+ [#7 {$Class}Bonus] + [#7 {$DifficultyLevel}Bonus])}
set: Move ={! floor(({$HT} + {$DX}) /4) + [#8 {$Class}Bonus] + [#8 {$DifficultyLevel}Bonus]}
set: Per ={! {$IQ} + [#9 {$Class}Bonus] + [#9 {$DifficultyLevel}Bonus]}
set: FP ={! {$HT} + [#10 {$Class}Bonus] + [#10 {$DifficultyLevel}Bonus]}
set: Dodge = {! floor({$Speed})+3}
set: Parry = {! floor({$DX} /2)+3}
set: SM = {({-2} + [#11 {$Class}Bonus] + [#11 {$DifficultyLevel}Bonus])}         
set: DR = {! ({2} + [#12 {$Class}Bonus] + [#12 {$DifficultyLevel}Bonus])}

<table border="0"><tr><td><b>Radscorpion</b></td><td><small> {$Class} {$DifficultyLevel}</small></td></tr><tr><td>ST: {$ST}</td><td>HP: {$HP}</td><td>Speed: {$Speed}</td></tr><tr><td>DX: {$DX} </td><td>Will: {$Will}</td><td>Move: {$Move}</td></tr><tr><td>IQ: {$IQ}</td><td>Per:{$Per}</td></tr><tr><td>HT: {$HT}</td><td>FP: {$FP}</td><td>SM: {$SM}</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: {$DR}</td></tr></table><br><b>Armor:</b> Natural\n<b>Weapons:</b> <li>[#4 BrawlingWeapons]</li><li>[#11 BrawlingWeapons]</li><li>Radscorpion Venom: Follow-up poison, 30 sec delay, HT-3 to resist. 1d damage, repeating every 30 min, for 8 cycles</li><b>Traits:</b> Wild Animal; Combat Reflexes; DR: {DR}; Long Impaling Striker (Tail, Toxic Attack); Claws (Talons); 360° Vision;[!5 {$Class}Traits >> implode >> sort]\n<b>Skills:</b>[!5 {$Class}Skills >> implode >> sort]
EndTable:

Table: Bloatfly
Set: Skills =[@{$Class}Skills&;#93;
Set: ST ={! ({1d3+4} + [#1 {$Class}Bonus])}
set: DX ={! ({1d3+10} + [#2 {$Class}Bonus])}
set: IQ ={! ({3} + [#3 {$Class}Bonus])}
set: HT ={! ({1d3+10} + [#4 {$Class}Bonus])}
set: HP ={! ({$ST} + [#5 {$Class}Bonus])}
set: Speed ={! (({$HT} + {$DX}) /4) + [#6 {$Class}Bonus]}
set: Will ={! ({$IQ} + [#7 {$Class}Bonus])}
set: Move ={! floor(({$HT} + {$DX}) /4) + [#8 {$Class}Bonus]} ({! floor(({$HT} + {$DX}) /2)} Flight)
set: Per ={! {$IQ} + [#9 {$Class}Bonus]}
set: FP ={! {$HT} + [#10 {$Class}Bonus]}
set: Dodge = {! floor({$Speed})+5}
set: Parry = {! floor({$DX} /2)+3}

<table border="0"><tr><td><b>Bloatfly</b><small> {$Class}</small></td></tr><tr><td>ST: {$ST}</td><td>HP: {$HP}</td><td>Speed: {$Speed}</td></tr><tr><td>DX: {$DX} </td><td>Will: {$Will}</td><td>Move: {$Move}</td></tr><tr><td>IQ: {$IQ}</td><td>Per:{$Per}</td></tr><tr><td>HT: {$HT}</td><td>FP: {$FP}</td><td>SM: -4</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: 2</td></tr></table><br><b>Armor:</b> Natural\n<b>Weapons:</b> <li>[#8 BrawlingWeapons]</li><li><b>Larvae Spit:</b> 1d-1 (tox) Cylic, 5 sec at 50%, Acc:1, Range: {! floor({$ST} *4)}, RoF: 1, Shots:{! floor({$HT} /2)} </li><b>Traits:</b> Wild Animal; DR 2; Sharp Teeth; Flight; 360° Vision;[!5 {$Class}Traits >> implode >> sort] \n<b>Skills:</b> None
EndTable:

Table: BoomBug
Set: Skills =[@{$Class}Skills&;#93;
Set: ST ={! ({1d3+4} + [#1 {$Class}Bonus])}
set: DX ={! ({1d3+10} + [#2 {$Class}Bonus])}
set: IQ ={! ({3} + [#3 {$Class}Bonus])}
set: HT ={! ({1d3+8} + [#4 {$Class}Bonus])}
set: HP ={! ({$ST} + [#5 {$Class}Bonus])}
set: Speed ={! ((({$HT} + {$DX}) /4) +0.5) + [#6 {$Class}Bonus]}
set: Will ={! (({$IQ} +1) + [#7 {$Class}Bonus])}
set: Move ={! floor(({$HT} + {$DX}) /4) + [#8 {$Class}Bonus]}
set: Per ={! {$IQ} + [#9 {$Class}Bonus]}
set: FP ={! ({$HT} +1) + [#10 {$Class}Bonus]}
set: Dodge = {! floor({$Speed})+3}
set: Parry = {! floor({$DX} /2)+3}

<table border="0"><tr><td><b>Boom Bug</b> {$Class}</small></td></tr><tr><td>ST: {$ST}</td><td>HP: {$HP}</td><td>Speed: {$Speed}</td></tr><tr><td>DX: {$DX} </td><td>Will: {$Will}</td><td>Move: {$Move}</td></tr><tr><td>IQ: {$IQ}</td><td>Per:{$Per}</td></tr><tr><td>HT: {$HT}</td><td>FP: {$FP}</td><td>SM: -5</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: 3</td></tr></table><br><b>Armor:</b> Natural\n<b>Weapons:</b> <li>[#5 BrawlingWeapons]</li><li><b>Suicide Bomb:</b> 3d cr to a 15' radius</li><b>Traits:</b> Wild Animal; DR 3; Weak Bite; Flight; 360° Vision; 3d CrushingAttack (Affects a 15' radius area; this kills the bug);[!5 {$Class}Traits >> implode >> sort]  \n<b>Skills:</b> None
EndTable:


Table: Human
Set: Skills =[@{$Class}Skills&;#93;
Set: ST ={! ({1d3+8} + [#1 {$Class}Bonus])}
set: DX ={! ({1d3+8} + [#2 {$Class}Bonus])}
set: IQ ={! ({1d3+8} + [#3 {$Class}Bonus])}
set: HT ={! ({1d3+8} + [#4 {$Class}Bonus])}
set: HP ={! ({$ST} + [#5 {$Class}Bonus])}
set: Speed ={! (({$HT} + {$DX}) /4) + [#6 {$Class}Bonus]}
set: Will ={! ({$IQ} + [#7 {$Class}Bonus])}
set: Move ={! floor(({$HT} + {$DX}) /4) + [#8 {$Class}Bonus]}
set: Per ={! {$IQ} + [#9 {$Class}Bonus]}
set: FP ={! {$HT} + [#10 {$Class}Bonus]}
set: Dodge = {! floor({$Speed})+3}
set: Parry = {! floor({$DX} /2)+3}

<table border="0"><tr><td>Human <small>{$Class}</small></td></tr><tr><td>ST: {$ST}</td><td>HP: {$HP}</td><td>Speed: {$Speed}</td></tr><tr><td>DX: {$DX} </td><td>Will: {$Will}</td><td>Move: {$Move}</td></tr><tr><td>IQ: {$IQ}</td><td>Per:{$Per}</td></tr><tr><td>HT: {$HT}</td><td>FP: {$FP}</td><td>SM: 0</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: 0</td></tr></table><br><b>Armor:</b> [!{$Class}Armor]\n<b>Weapons:</b> <li>[#1 BrawlingWeapons]</li><li>[#2 BrawlingWeapons]</li><li>[!Weapons]</li>[!{$Class}Weapons >> <li></li>]\n<b>Traits:</b>  [!5 {$Class}Traits >> implode >> sort]\n<b>Skills:</b> [!10 {$Class}Skills >> implode >> sort]
EndTable:


Table: Radroach
Set: Skills =[@{$Class}Skills&;#93;
Set: ST ={! ({1d2+2} + [#1 {$Class}Bonus])}
set: DX ={! ({1d3+8} + [#2 {$Class}Bonus])}
set: IQ ={! ({1d2+1} + [#3 {$Class}Bonus])}
set: HT ={! ({1d3+8} + [#4 {$Class}Bonus])}
set: HP ={! ({$ST} + [#5 {$Class}Bonus])}
set: Speed ={! (({$HT} + {$DX}) /4) + [#6 {$Class}Bonus]}
set: Will ={! ({$IQ} +6) + [#7 {$Class}Bonus]}
set: Move ={! floor(({$HT} + {$DX}) /4) + [#8 {$Class}Bonus]}
set: Per ={! ({$IQ} +8) + [#9 {$Class}Bonus]}
set: FP ={! {$HT} + [#10 {$Class}Bonus]}
set: Dodge = {! floor({$Speed})+3}
set: Parry = {! floor({$DX} /2)+3}
set: SM ={! ({-4} + [#1 {$Class}Bonus])}

<table border="0"><tr><td><b>Radroach</b></td><td><small>{$Class}</small></td></tr><tr><td>ST: {$ST}</td><td>HP: {$HP}</td><td>Speed: {$Speed}</td></tr><tr><td>DX: {$DX} </td><td>Will: {$Will}</td><td>Move: {$Move}</td></tr><tr><td>IQ: {$IQ}</td><td>Per:{$Per}</td></tr><tr><td>HT: {$HT}</td><td>FP: {$FP}</td><td>SM: {$SM}</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: 0</td></tr></table><br><b>Armor:</b> [@Armor&;#93;\n<b>Weapons:</b> <li>[!Weapons]</li>,[!{$Class}Weapons >> <li></li>]\n<b>Traits:</b> [!5 {$Class}Traits >> implode >> sort]\n<b>Skills:</b> [!10 {$Class}Skills >> implode >> sort]
EndTable:

Table: NoneBonus
0
0
0
0
0
0
0
0
0
0
0
0

Table: AnimalBonus
0
0
0
0
0
0
0
0
3
0
0
0


Table: StuntedBonus
0.75
0.75
0.75
0.75
(-1)
(-3)
0
0
(-1)
(-2)
(-1)
(-1)

Table: RabidBonus
1.15
1.15
1.15
1.15
2
0
0
0
1
1
1
* 1.25


Table: BA Martial ArtistBonus
ST  1
DX  2
IQ  3
HT   4
HP    5
Speed  6
Will    7
Move     8
Per       9
FP         10
SM         11
DR         12


Table: NoneTraits
\z


Table: AnimalTraits
100: Bestial; Cannot Speak; Hidebound; and Taboo Trait (Fixed IQ)
Acute Hearing [|1|2|]
Acute Taste and Smell [|1|2|]
Combat Reflexes
Night Vision [|1|2|3|4|]
Fit

Table: NoneSkills
\z
None

Table: AnimalSkills
50:Brawling- {!{$DX} + {[@SL&;#93;}}
Jumping- {!{$DX} + {[@SL&;#93;}}
Running- {!({$HT} -1) + {[@SL&;#93;}}
Survival (any)- {!({$Per} -2) + {[@SL&;#93;}}
Tracking- {!({$Per} -1) + {[@SL&;#93;}}
Climbing- {({$DX}-5) + {[@SL&;#93;}}
Stealth- {!({DX} -5) + {[@SL&;#93;}}

Table: AlbinoRadscorpionSkills
50:Brawling- {!{$DX} + {[@SL&;#93;}}
Jumping- {!{$DX} + {[@SL&;#93;}}
Running- {!({$HT} -1) + {[@SL&;#93;}}
Survival (any)- {!({$Per} -2) + {[@SL&;#93;}}
Tracking- {!({$Per} -1) + {[@SL&;#93;}}
Climbing- {({$DX}-5) + {[@SL&;#93;}}
Stealth- {!({DX} -5) + {[@SL&;#93;}}
Camouflage- {{2d6} + {[@SL&;#93;}}

EndTable:

Comments

  • Also while trying to add floor to Set: ST ={floor({1d3+6} + [#1 {$Class}Bonus]) * ([#1 {$DifficultyLevel}Bonus])} it does not round down to the nearest whole number. I'm still getting 10.5 for example

    Is this another bracket problem? I hate trying to figure out three different brackets and how to use them.
  • To your first question -- you're going to hate this! -- immediately after this line:

    Set:Class=[when]{$prompt2}=Random[do][@CharacterOccupation][else][{$prompt2}][end]

    ...are two spaces. They're getting appended to the chosen class.


    To your second question: Your "floor" code works fine for me.
  • OMG! How was I ever to see two spaces!! How did you figure that out?

    The floor is still not working for me. I'm still getting results of 6.75 instead of 6. I'm focusing on Radscorpion option.
    Prompt: Character Race {Random|Bloatfly|BoomBug|Cazador|FireAnt|Floater|GiantAnt|Mirelurk|Radroach|Radscorpion}Random
    Prompt: Character Occupation {Random|Normal|Animal}Random
    Prompt: Difficulty Level {Random|None|Stunted|Rabid|Irradiated|Glowing|Savage|Albino|Legendary}Random
    
    Table: NPC
    [when]{$prompt1}=Random[do][@CharacterRace&;#93;[else][@{$prompt1}&;#93;[end]  
    Set:Class=[when]{$prompt2}=Random[do][@CharacterOccupation&;#93;[else][{$prompt2}][end]
    Set:DifficultyLevel=[when]{$prompt3}=Random[do][@DifficultyLevel&;#93;[else][{$prompt3}][end]
    EndTable:
                                                                                               
    Use: Generators\Fallout\FalloutArmor.ipt
    Use: Generators\Fallout\FalloutWeaponsTable.ipt                                                                                           
    
    Table: DifficultyLevel
    None
    Stunted
    Rabid
    Irradiated
    Glowing
    Savage
    Albino
    Legendary
    EndTable:
    
    Table: SL
    25: 0
    15: 1
    11: 2
    10: 3
    2: 4
    1: 5
    EndTable:
    
    Table: CharacterRace
    [@Bloatfly&;#93;
    [@BoomBug&;#93;
    [@Cazador&;#93;
    [@FireAnt&;#93;
    [@Floater&;#93;
    [@GiantAnt&;#93;
    [@Mirelurk&;#93;
    [@Radroach&;#93;
    [@Radscorpion&;#93;
    EndTable:
    
    Table: CharacterOccupation
    Normal
    Animal
    EndTable:
    
    Table: Radscorpion
    Set: Skills =[@{$Class}Skills&;#93;
    Set: ST ={(floor({1d3+6} + [#1 {$Class}Bonus]) * ([#1 {$DifficultyLevel}Bonus]))}
    set: DX ={floor({1d3+10} + [#2 {$Class}Bonus]) * ([#2 {$DifficultyLevel}Bonus])}
    set: IQ = { floor({2} + [#3 {$Class}Bonus]) * ([#3 {$DifficultyLevel}Bonus])}
    set: HT ={! floor({1d3+9} + [#4 {$Class}Bonus]) * ([#4 {$DifficultyLevel}Bonus])}
    set: HP ={! ({$ST} + [#5 {$Class}Bonus]) + ([#5 {$DifficultyLevel}Bonus])}
    set: Speed ={! (({$HT} + {$DX}) /4) + [#6 {$Class}Bonus]) + ([#6 {$DifficultyLevel}Bonus]}
    set: Will ={! ([{$IQ} + 1d8]+ [#7 {$Class}Bonus]) + ([#7 {$DifficultyLevel}Bonus])}
    set: Move ={! floor(({$HT} + {$DX}) /4) + ([#8 {$Class}Bonus]) + [#8 {$DifficultyLevel}Bonus]}
    set: Per ={! {$IQ} + [#9 {$Class}Bonus]) + ([#9 {$DifficultyLevel}Bonus]}
    set: FP ={! {$HT} + [#10 {$Class}Bonus]) + ([#10 {$DifficultyLevel}Bonus]}
    set: Dodge = {! floor({$Speed})+3}
    set: Parry = {! floor({$DX} /2)+3}
    set: SM = {({-2} + [#11 {$Class}Bonus]) + ([#11 {$DifficultyLevel}Bonus])}         
    set: DR = {! ({2} + [#12 {$Class}Bonus]) + ([#12 {$DifficultyLevel}Bonus])}
    
    <table border="0"><tr><td><b>Radscorpion</b></td><td><small> {$Class} {$DifficultyLevel}</small></td></tr><tr><td>ST: {$ST}</td><td>HP: {$HP}</td><td>Speed: {$Speed}</td></tr><tr><td>DX: {$DX} </td><td>Will: {$Will}</td><td>Move: {$Move}</td></tr><tr><td>IQ: {$IQ}</td><td>Per:{$Per}</td></tr><tr><td>HT: {$HT}</td><td>FP: {$FP}</td><td>SM: {$SM}</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: {$DR}</td></tr></table><br><b>Armor:</b> Natural\n<b>Weapons:</b> <li>[#4 BrawlingWeapons]</li><li>[#11 BrawlingWeapons]</li><li>Radscorpion Venom: Follow-up poison, 30 sec delay, HT-3 to resist. 1d damage, repeating every 30 min, for 8 cycles</li><b>Traits:</b> Wild Animal; Combat Reflexes; DR: {DR}; Long Impaling Striker (Tail, Toxic Attack); Claws (Talons); 360° Vision;[!5 {$Class}Traits >> implode >> sort]\n<b>Skills:</b>[!5 {$Class}Skills >> implode >> sort]
    EndTable:
    
    Table: Bloatfly
    Set: Skills =[@{$Class}Skills&;#93;
    Set: ST ={! ({1d3+4} + [#1 {$Class}Bonus])}
    set: DX ={! ({1d3+10} + [#2 {$Class}Bonus])}
    set: IQ ={! ({3} + [#3 {$Class}Bonus])}
    set: HT ={! ({1d3+10} + [#4 {$Class}Bonus])}
    set: HP ={! ({$ST} + [#5 {$Class}Bonus])}
    set: Speed ={! (({$HT} + {$DX}) /4) + [#6 {$Class}Bonus]}
    set: Will ={! ({$IQ} + [#7 {$Class}Bonus])}
    set: Move ={! floor(({$HT} + {$DX}) /4) + [#8 {$Class}Bonus]} ({! floor(({$HT} + {$DX}) /2)} Flight)
    set: Per ={! {$IQ} + [#9 {$Class}Bonus]}
    set: FP ={! {$HT} + [#10 {$Class}Bonus]}
    set: Dodge = {! floor({$Speed})+5}
    set: Parry = {! floor({$DX} /2)+3}
    
    <table border="0"><tr><td><b>Bloatfly</b><small> {$Class}</small></td></tr><tr><td>ST: {$ST}</td><td>HP: {$HP}</td><td>Speed: {$Speed}</td></tr><tr><td>DX: {$DX} </td><td>Will: {$Will}</td><td>Move: {$Move}</td></tr><tr><td>IQ: {$IQ}</td><td>Per:{$Per}</td></tr><tr><td>HT: {$HT}</td><td>FP: {$FP}</td><td>SM: -4</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: 2</td></tr></table><br><b>Armor:</b> Natural\n<b>Weapons:</b> <li>[#8 BrawlingWeapons]</li><li><b>Larvae Spit:</b> 1d-1 (tox) Cylic, 5 sec at 50%, Acc:1, Range: {! floor({$ST} *4)}, RoF: 1, Shots:{! floor({$HT} /2)} </li><b>Traits:</b> Wild Animal; DR 2; Sharp Teeth; Flight; 360° Vision;[!5 {$Class}Traits >> implode >> sort] \n<b>Skills:</b> None
    EndTable:
    
    Table: BoomBug
    Set: Skills =[@{$Class}Skills&;#93;
    Set: ST ={! ({1d3+4} + [#1 {$Class}Bonus])}
    set: DX ={! ({1d3+10} + [#2 {$Class}Bonus])}
    set: IQ ={! ({3} + [#3 {$Class}Bonus])}
    set: HT ={! ({1d3+8} + [#4 {$Class}Bonus])}
    set: HP ={! ({$ST} + [#5 {$Class}Bonus])}
    set: Speed ={! ((({$HT} + {$DX}) /4) +0.5) + [#6 {$Class}Bonus]}
    set: Will ={! (({$IQ} +1) + [#7 {$Class}Bonus])}
    set: Move ={! floor(({$HT} + {$DX}) /4) + [#8 {$Class}Bonus]}
    set: Per ={! {$IQ} + [#9 {$Class}Bonus]}
    set: FP ={! ({$HT} +1) + [#10 {$Class}Bonus]}
    set: Dodge = {! floor({$Speed})+3}
    set: Parry = {! floor({$DX} /2)+3}
    
    <table border="0"><tr><td><b>Boom Bug</b> {$Class}</small></td></tr><tr><td>ST: {$ST}</td><td>HP: {$HP}</td><td>Speed: {$Speed}</td></tr><tr><td>DX: {$DX} </td><td>Will: {$Will}</td><td>Move: {$Move}</td></tr><tr><td>IQ: {$IQ}</td><td>Per:{$Per}</td></tr><tr><td>HT: {$HT}</td><td>FP: {$FP}</td><td>SM: -5</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: 3</td></tr></table><br><b>Armor:</b> Natural\n<b>Weapons:</b> <li>[#5 BrawlingWeapons]</li><li><b>Suicide Bomb:</b> 3d cr to a 15' radius</li><b>Traits:</b> Wild Animal; DR 3; Weak Bite; Flight; 360° Vision; 3d CrushingAttack (Affects a 15' radius area; this kills the bug);[!5 {$Class}Traits >> implode >> sort]  \n<b>Skills:</b> None
    EndTable:
    
    
    Table: Human
    Set: Skills =[@{$Class}Skills&;#93;
    Set: ST ={! floor({1d3+8} + [#1 {$Class}Bonus])}
    set: DX ={! floor({1d3+8} + [#2 {$Class}Bonus])}
    set: IQ ={! floor({1d3+8} + [#3 {$Class}Bonus])}
    set: HT ={! floor({1d3+8} + [#4 {$Class}Bonus])}
    set: HP ={! floor({$ST} + [#5 {$Class}Bonus])}
    set: Speed ={! (({$HT} + {$DX}) /4) + [#6 {$Class}Bonus]}
    set: Will ={! ({$IQ} + [#7 {$Class}Bonus])}
    set: Move ={! floor(({$HT} + {$DX}) /4) + [#8 {$Class}Bonus]}
    set: Per ={! {$IQ} + [#9 {$Class}Bonus]}
    set: FP ={! {$HT} + [#10 {$Class}Bonus]}
    set: Dodge = {! floor({$Speed})+3}
    set: Parry = {! floor({$DX} /2)+3}
    
    <table border="0"><tr><td>Human <small>{$Class}</small></td></tr><tr><td>ST: {$ST}</td><td>HP: {$HP}</td><td>Speed: {$Speed}</td></tr><tr><td>DX: {$DX} </td><td>Will: {$Will}</td><td>Move: {$Move}</td></tr><tr><td>IQ: {$IQ}</td><td>Per:{$Per}</td></tr><tr><td>HT: {$HT}</td><td>FP: {$FP}</td><td>SM: 0</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: 0</td></tr></table><br><b>Armor:</b> [!{$Class}Armor]\n<b>Weapons:</b> <li>[#1 BrawlingWeapons]</li><li>[#2 BrawlingWeapons]</li><li>[!Weapons]</li>[!{$Class}Weapons >> <li></li>]\n<b>Traits:</b>  [!5 {$Class}Traits >> implode >> sort]\n<b>Skills:</b> [!10 {$Class}Skills >> implode >> sort]
    EndTable:
    
    Table: Radroach
    Set: Skills =[@{$Class}Skills&;#93;
    Set: ST ={! ({1d2+2} + [#1 {$Class}Bonus])}
    set: DX ={! ({1d3+8} + [#2 {$Class}Bonus])}
    set: IQ ={! ({1d2+1} + [#3 {$Class}Bonus])}
    set: HT ={! ({1d3+8} + [#4 {$Class}Bonus])}
    set: HP ={! ({$ST} + [#5 {$Class}Bonus])}
    set: Speed ={! (({$HT} + {$DX}) /4) + [#6 {$Class}Bonus]}
    set: Will ={! ({$IQ} +6) + [#7 {$Class}Bonus]}
    set: Move ={! floor(({$HT} + {$DX}) /4) + [#8 {$Class}Bonus]}
    set: Per ={! ({$IQ} +8) + [#9 {$Class}Bonus]}
    set: FP ={! {$HT} + [#10 {$Class}Bonus]}
    set: Dodge = {! floor({$Speed})+3}
    set: Parry = {! floor({$DX} /2)+3}
    set: SM ={! ({-4} + [#1 {$Class}Bonus])}
    
    <table border="0"><tr><td><b>Radroach</b></td><td><small>{$Class}</small></td></tr><tr><td>ST: {$ST}</td><td>HP: {$HP}</td><td>Speed: {$Speed}</td></tr><tr><td>DX: {$DX} </td><td>Will: {$Will}</td><td>Move: {$Move}</td></tr><tr><td>IQ: {$IQ}</td><td>Per:{$Per}</td></tr><tr><td>HT: {$HT}</td><td>FP: {$FP}</td><td>SM: {$SM}</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: 0</td></tr></table><br><b>Armor:</b> [@Armor&;#93;\n<b>Weapons:</b> <li>[!Weapons]</li>,[!{$Class}Weapons >> <li></li>]\n<b>Traits:</b> [!5 {$Class}Traits >> implode >> sort]\n<b>Skills:</b> [!10 {$Class}Skills >> implode >> sort]
    EndTable:
    
    Table: NormalBonus
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    0
    EndTable:
    
    Table: AnimalBonus
    0
    0
    0
    0
    0
    0
    0
    0
    3
    0
    0
    0
    EndTable:
    
    Table: NoneBonus
    1
    1
    1
    1
    0
    0
    0
    0
    0
    0
    0
    0
    EndTable:
    
    Table: StuntedBonus
    0.75
    0.75
    0.75
    0.75
    (-1)
    (-3)
    0
    0
    (-1)
    (-2)
    (-1)
    (-1)
    EndTable:
    
    Table: RabidBonus
    1.15
    1.15
    1.15
    1.15
    2
    0
    0
    0
    1
    1
    1
    * 1.25
    EndTable:
    
    Table: LegendaryBonus
    1.5
    1.5
    1.5
    1.5
    2
    0
    0
    0
    1
    1
    1
    * 1.25
    EndTable:
    Table: BA Martial ArtistBonus       
    ST  1
    DX  2
    IQ  3
    HT   4
    HP    5
    Speed  6
    Will    7
    Move     8
    Per       9
    FP         10
    SM         11
    DR         12
    EndTable:
    
    Table: NoneTraits
    \z
    EndTable:
    
    Table: AnimalTraits
    100: Bestial; Cannot Speak; Hidebound; and Taboo Trait (Fixed IQ)
    Acute Hearing [|1|2|]
    Acute Taste and Smell [|1|2|]
    Combat Reflexes
    Night Vision [|1|2|3|4|]
    Fit
    EndTable:
    
    Table: NoneSkills
    \z
    None
    EndTable:
    
    Table: AnimalSkills
    50:Brawling- {!{$DX} + {[@SL&;#93;}}
    Jumping- {!{$DX} + {[@SL&;#93;}}
    Running- {!({$HT} -1) + {[@SL&;#93;}}
    Survival (any)- {!({$Per} -2) + {[@SL&;#93;}}
    Tracking- {!({$Per} -1) + {[@SL&;#93;}}
    Climbing- {({$DX}-5) + {[@SL&;#93;}}
    Stealth- {!({$DX} -5) + {[@SL&;#93;}}
    
    Table: AlbinoRadscorpionSkills
    50:Brawling- {!{$DX} + {[@SL&;#93;}}
    Jumping- {!{$DX} + {[@SL&;#93;}}
    Running- {!({$HT} -1) + {[@SL&;#93;}}
    Survival (any)- {!({$Per} -2) + {[@SL&;#93;}}
    Tracking- {!({$Per} -1) + {[@SL&;#93;}}
    Climbing- {({$DX}-5) + {[@SL&;#93;}}
    Stealth- {!({DX} -5) + {[@SL&;#93;}}
    Camouflage- {{2d6} + {[@SL&;#93;}}
    
    EndTable:
    
  • Figured out the Floor. I was missing a set of brackets!
  • How did you figure that out?
    Old (script-writing) programmer's trick:
    Table: NPC
    Set:Class=[when]{$prompt2}=Random[do][@CharacterOccupation&;#93;[else][{$prompt2}][end]
    Set:DifficultyLevel=[when]{$prompt3}=Random[do][@DifficultyLevel&;#93;[else][{$prompt3}][end]
    >{class}<\n&
    [when]{$prompt1}=Random[do][@CharacterRace&;#93;[else][@{$prompt1}&;#93;[end]
    
    Making the variable in question immediately visible has helped solve a number of my problems in IPP.

    Glad you got floor working!

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